Well that image there just has some basic bloom, so all it is, is just a bright color in both the spec and the diffuse map which will make it glow a bit. But generally you would have an extra texture that is emissive(glow in the dark).
The shadow under the car is too heavy. The environment is overcast and the light is diffuse and it's very difficult to even spot a direct shadow anywhere. I think the light may even becoming from screen left in the photo plate. Car is cools.
zowie looks great! i really really like the diffuse work, be nice to see her rendered with very subtle lighting and NM, almost fullbright with benefits. Great work, agree with others about the base clashing a little bit
i'd second that. i would have used a lower gloss setting to widen the highlight, gotten rid of that seam on the back circle part, and added some color variation to the diffuse (color). i ment to mention it in your previous thread :\
For a diffuse only it looks really nice. But yes, I believe a spec map is a must with the way it looks atm. I think the specular is what will really make the overall texture, so do take your time with it. Keep going.
Wings3D works great as a previewer for just diffuse textures in a OpenGL viewport. Supports alpha as well in TGA, but only black or white. Switch to shaded mode, and edit Hole material to be completely transparent. Right click and Refresh image to update.
RTTNormalMap.fx I used this shader in the Direct X shaders and it worked correctly, but this shader doesn't provide slots for spec maps. :( Can anyone recommend a shader that works with object space normal maps and has slots for diffuse, spec, etc.?
It's not a massive leap to derive diffuse/specular/roughness values etc. - I saw an ML paper a couple of years ago that was able to derive pbr valid materials from photos etc. so it's just a case of refocusing that effort. I think this sort of thing is going to hit outsource providers and those working on shovelware first…
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
Update. After really studying Normal Baking Hard Surface techniques, I've finally gotten something I can be happy with. This is also the first time I have ever rendered from UDK. Diffuse Map with AO only: Normal Map: